Friday, July 10, 2015

The Guardian: The joy of reading role-playing games

The joy of reading role-playing games
You don’t have to actually play a role-playing game for it to fire your imagination, so why don’t RPG manuals count as books?

Great flights of fantasy ... a still from the 2000 film Dungeons and Dragons.
Great flights of fantasy ... a still from the 2000 film Dungeons and Dragons. Photograph: Sportsphoto/Allstar/Cinetext Collection
Friday 19 June 2015 07.00 BST Last modified on Friday 19 June 201507.03 BST

I’m a lifelong fan of role-playing games, but I rarely play them. Dungeons & DragonsCall of CthulhuVampire: The MasqueradeCyberpunk 2013Traveller. I’ve been enchanted by the words and illustrations, and drawn into the imaginary worlds of as many RPGs as novels. So I’m always surprised, and a little dismayed, when RPGs are left out of the popular discussion about books and reading.
Though the term didn’t exist back when I was a teenager, squatting on comic-book floors to thumb through expensive hardback editions, RPGs are an example of the kind of literature described by Espen J Aarseth as “ergodic”. These are books, like digital literature, computer-generated poetry and MUDs, where a“nontrivial effort is required to allow the reader to traverse the text”. And they are more common than you might think, especially in geek culture. Game books that allow you to “choose your own adventure” are ergodic, as are fantasy novels with extensive maps and world-building notes. But the RPG handbook pushes ergodic reading to its limit.

By putting aside simple narrative storytelling and replacing it with detailed description, the RPG offers the total immersion in an imaginary world so valued by geek readers. The elaboration of leading characters, political factions and major historical events is sometimes a very dry exercise in world building, but done with enough skill it can spark a deeply satisfying response.
For writers such as Junot Díazwho often played Dungeon Master, RPGs were “a sort of storytelling apprenticeship”, where he “learned a lot of important essentials about storytelling, about giving the reader enough room to play”. 


China Miéville talks about a childhood playing RPGs – which gave him a “mania for cataloguing the fantastic” and a “weird fetish for systematisation”. For Miéville, the best weird fiction is at “the intersection of the traditions of surrealism with those of pulp”.

“I don’t start with the graph paper and the calculators like a particular kind of D&D dungeonmaster,” Miéville explains: “I start with an image, as unreal and affecting as possible, just like the surrealists. But then I systematise it, and move into a different kind of tradition.”

First published in 1974, Dungeons & Dragons became the first globally successful RPG because it encapsulated the genre of heroic fantasy. Stories of Robert E Howard, Fritz Lieber and Jack Vance were little-read in the 1970s, but Gary Gygax and Dave Arneson used them to provide the character archetypes and world for their game. In turn Dungeons & Dragons spawned a revival of heroic fantasy fiction and also inspired the video game makers who would create a swathe of massively successful computer RPGs.

Great RPG writers give players a sophisticated narrative framework, with which they too can be great storytellers. Epidiah Ravachol’s indie RPG Swords Without Master is a brilliant example of such expert game making. In just a few dozen pages Ravachol dissects the structure of heroic fantasy narrative into its archetypal parts. Swords Without Master is a very different game to D&D, reflecting the shift within RPG design away from rules and dice rolls, towards pure storytelling. As Ravachol says:
You do not take up sword and spell to tag along with someone else’s adventure. You do it to change the course of your destiny. To mould the world to your wants and desires.”

But the pleasures of reading Ravachol are not entirely abstract. The reader is drawn in to a world of “strange sorceries, brutal violence and astounding wonder” right from the first page:
Gather writing implements, scraps of paper, three or four of your cohorts, and two six-sided dice that you can easily tell apart to a table. A mahogany table adorned with thick, greasy candles and five human skulls. Failing that, a stout oaken table near a glowing hearth, replete with ale-filled steins and a succulent roast. Or, if you prefer, a tabletop chipped whole from a single obsidian stone, placed on the back of a coiled serpent of silver in a room high in a lonely tower shrouded in a prismatic fog.


You emerge from reading Swords Without Master not only convinced you understand every nuance of heroic fantasy, but also with the impression of having spent time in a world very different from our own.

Shock : Social Science Fiction by Joshua AC Newman performs a similar trick with the complex beast that is science fiction. Writers and critics of SF have argued for decades about what defines the genre, a Gordian Knot that Newman cuts through like a 21st-century Alexander the Great. Shock allows players to explore near future worlds which have been disrupted by “Shocks”. But what makes a shock a “Shock”?
It’s something big. Something that changes the world. It can be loud or quiet, but it can’t be meaningless. ‘Some people are androids’ is a Shock because, even though the world looks and sounds like the one we know, something different is going on that the players know about, whether or not the *Tagonists do. ‘Mind Transfer’ is a Shock because it’s a fundamental difference between the way we think of identity and the way it works in the story.

As players build *tagonists and conflicts are resolved, the reader’s head starts whirling with all the stories spinning off in every direction.
A gunfight breaks out. An emotional argument threatens a family. A worker decides whether to join the Revolution or feed his family. A priest’s faith is shaken.

It’s a fascinating, ambitious game I’d recommend to any SF fan, either to play or just to read.

These gems of indie RPG design are only the tip of what is now a very sizable industry. When the fifth edition of the Dungeons & Dragons Player’s Guide was published in 2014 it took the No 1 spot on Amazon.com.

Pulp adventure RPG Planet Mercenary recently became the latest in a long line of RPG-related Kickstarters to achieve success on a similar scale. And of course, RPGs continue to dominate the world of video games, expanding their audience into billions, far beyond the scope of any single novel.

Can the novel itself learn a few lessons from RPGs? The ergodic reading experience broke into the literary mainstream with Mark Z Danielski’s House of Leaves. But the novel remains stubbornly attached to traditional narrative structure. For all their pop culture aesthetic and emphasis on escapism, in these days of the mega-novel innovative reading experiences are to be found in the mysterious worlds of the RPG.

From: The Guardian

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